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Gahrun

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DESCRIPTION

This titanic creature resembles a Fiend, but its look should not mislead you. It is one of the ancient Giant that walked the surface of Solaria, it was present when the Father of the Kumerians landed in Solaria and “collaborated” with him in the creation of the the Kumerian themselves.

It lives in the Storm’s Lands, in the far east of the Forgotten Lands, far from Highwall, the capital of the Giants.

Legends told that the Giant Queen, who wanted to preserve the neutrality of the Giant Race, secretly hide in the Storm’s Land a powerful artifact that would have protected her race in case of a Taw or a Kumerian Attack. Gahrun was chosen as the protector of this artifact.

It is unknown what is the nature of this artifact, but the Queen decided not to use it when she entered the war against the Taws. Probably for its destructive power…

Gargantual giant, chaotic evil

Base Statistics

  • Armor class: 17 (natural armor)
  • Hit Points (HP): 216 (16d20 +48)
  • Speed: 60 ft

Characteristics

  • STR: 22 (+6)
  • DEX: 14 (+2)
  • CON: 16 (+3)

  • INT: 10 (+0)
  • WIS: 12 (+1)
  • CHA: 10 (+0)

  • Saving throws: Int +5, Wis +6, Cha +5
  • Skills: Athletics +11
  • Damage Vulnerabilities: lightning
  • Damage Resistances: cold, bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
  • Damage immunities: fire
  • Condition immunities: frightened, petrified
  • Senses: truesight 120 ft., passive Perception 11
  • Languages: All
  • Challenge rating: 16 (XP: 15000)

Abilities

  • Aversion to Joints Damage: If the Gahrun takes 42 damage on its knees or its ankles, it will crumble to its knees and fight in that position for 3 (1d6) rounds. It will have also a disadvantage on attack rolls and ability checks until the end of its next turn.
    The position where the Gahrun lands with its knees is left at the discretion of the GM, but it can not be further than 20 feet from where its feet were at the start of the turn. If another creature happens to be in the landing area, it must succeed in a DC 12 Dexterity Throw or will be crushed by the falling monster, receiving 45 (10d8) bludgeoning damage, and will be prone for the next round.
  • Heated Weapons: Any metal melee weapon the Gahrun wields deals an extra 4 (1d8) fire damage on a hit (included in the attack).
  • Magic Resistance: The Gahrun has advantage on saving throws against spells and other magical effects.
  • Legendary Resistance (3/day): If the Gahrun fails a saving throw, it can choose to succeed instead.

Actions

  • Multiattack: The Gahrun can make two attacks each round.
  • Crashing Fist: The Gahrun raises its hand and smashes it to the floor, emitting a strong shockwave in the area around it. Every creature in an area of 20 feet from the point of impact must succeed in a DC 20 Dexterity throw. They will receive 13 (3d8) force damage and 5 (1d10) bludgeoning damage on a failed safe or half as much on a successful one.
  • Ground Stamp: The Gahrun raises one of its feet and smashes it to the floor. Every creature in an area of 10 feet from the point of impact must succeed in a DC 20 Dexterity throw. They will receive 5 (1d10) bludgeoning damage on a failed safe or no damage on a successful one.
  • Shattered Greatsword: Melee Weapon Attack: +11 to hit, reach 40 ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage. 
  • Frightful Presence: Each creature of the Gahrun’s choice that is within 120 feet of the Gahrun and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Gahrun’s Frightful Presence for the next 24 hours.
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